Quick answer: Apply a small explicit deceleration toward zero when there is no input, scale acceleration down on ice, and clamp top speed, so ice feels slippery but still controllable.
Ice that turns the player into a hockey puck with no way to stop is relying on surface friction the ice material removed. Adding a gentle scripted deceleration restores control while keeping the slide. Here is how.
How to fix it
1. Add explicit deceleration
When there is no movement input on ice, lerp the horizontal velocity toward zero with a small ice-specific deceleration rate, so the character coasts but eventually stops.
2. Lower acceleration and turn rate
Reduce how quickly input changes velocity on ice so direction changes feel sluggish and slippery, which is the intended feel, rather than removing the player's control entirely.
3. Detect the ice surface
Identify ice via the ground collider's material or tag in the ground check, and switch the controller's friction/accel parameters only while standing on it, restoring normal handling off the ice.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.